[TUTORIAL] Making BMS Scripts; Post and get help with your BMS scripts! - Printable Version +- The VG Resource (https://www.vg-resource.com) +-- Forum: The Resources (https://www.vg-resource.com/forum-109.html) +--- Forum: General Ripping (https://www.vg-resource.com/forum-145.html) +--- Thread: [TUTORIAL] Making BMS Scripts; Post and get help with your BMS scripts! (/thread-28180.html) |
RE: [Tutorial] Making BMS Scripts - TGE - 12-25-2015 Eh depends. You'd be better off doing it in Python or any other programming language though. RE: [Tutorial] Making BMS Scripts - Lilothestitch - 12-26-2015 (12-25-2015, 06:36 AM)TGE Wrote: Eh depends. You'd be better off doing it in Python or any other programming language though.Okay. Thanks. Because I want to write a converter for Smash Wii U Animation .omo formats to Brawl .chr0 and one for light.bin LIGH formats into a .scn0. RE: [Tutorial] Making BMS Scripts - Struggleton! - 12-30-2015 I think that this thread could also be used to post and list scripts that we create and use. I'll add them to the third post and they'll be listed there RE: [Tutorial] Making BMS Scripts - Lilothestitch - 12-30-2015 (12-30-2015, 02:02 AM)ThatTrueStruggle Wrote: I think that this thread could also be used to post and list scripts that we create and use. I'll add them to the third post and they'll be listed there I agree with that. We could use 2 scripts for Super Smash Bros. for Wii U. One to convert .omo Animations to .chr0 and one to convert light.bin LIGH to .scn0. RE: [Tutorial] Making BMS Scripts - Demonslayerx8 - 12-30-2015 (12-30-2015, 02:46 AM)Lilothestitch Wrote:(12-30-2015, 02:02 AM)ThatTrueStruggle Wrote: I think that this thread could also be used to post and list scripts that we create and use. I'll add them to the third post and they'll be listed there you ARE aware that changing omo to CHR0 isnt gonna work, right? OMO contains multiple animation files in them, think of it like an archive. It contains bones, visability and vertex morph inside it, while the material_anime (aka .mta files - material animation) contains texture animation, and color animation data, so have fun trying to get each data separated as for the light.bin data, ur gonna enjoy that, since SmashU uses dynamic and hemisphere lighting, which brawl is unable to replicate (smash3ds uses directional and point lighting, but also uses hemisphere lighting), so getting smashu lighting data into brawl is impossible (except for the ambient, lighting and specular color for the lights). RE: [Tutorial] Making BMS Scripts; Post and get help with your BMS scripts! - TGE - 12-30-2015 And even so I must remind you that QuickBMS does not support floating points, so you're not going to get very far. RE: [Tutorial] Making BMS Scripts - Lilothestitch - 12-30-2015 (12-30-2015, 03:46 AM)Demonslayerx8 Wrote:I totally forgot about that. I see. I'll do my best to make the script. I never made a quickbms script before so this is my first time.(12-30-2015, 02:46 AM)Lilothestitch Wrote:(12-30-2015, 02:02 AM)ThatTrueStruggle Wrote: I think that this thread could also be used to post and list scripts that we create and use. I'll add them to the third post and they'll be listed there RE: [Tutorial] Making BMS Scripts; Post and get help with your BMS scripts! - Struggleton! - 01-01-2016 (12-30-2015, 01:09 PM)Lilothestitch Wrote: I totally forgot about that. I see. I'll do my best to make the script. I never made a quickbms script before so this is my first time. Dude, he pretty much said that it isn't possible, due to the limitations of QuickBMS and the Wii hardware. Sorry RE: [Tutorial] Making BMS Scripts; Post and get help with your BMS scripts! - Lilothestitch - 01-01-2016 (01-01-2016, 05:53 AM)ThatTrueStruggle Wrote:(12-30-2015, 01:09 PM)Lilothestitch Wrote: I totally forgot about that. I see. I'll do my best to make the script. I never made a quickbms script before so this is my first time. Okay. Then what do you think I should do? Any other ideas? RE: [Tutorial] Making BMS Scripts; Post and get help with your BMS scripts! - Pingus! - 01-04-2016 Hello all, I'm VERY close to getting this archive extracting all of the files. I've determined the endiness, and I know that there's an error in my loop, could anyone help me figure this out? Here's what I've got so far: Code: endian big Here's a file sample: http://www.filedropper.com/sfx These are all probably supposed to be audio files, but I could seriously use some help re-writing a new script. (Sorry first time) Thank you! ~Anex RE: [Tutorial] Making BMS Scripts; Post and get help with your BMS scripts! - Struggleton! - 01-04-2016 (01-04-2016, 05:19 PM)Anexenaumoon Wrote: Hello all, I'm VERY close to getting this archive extracting all of the files. I've determined the endiness, and I know that there's an error in my loop, could anyone help me figure this out? Here's what I've got so far: I'll take a look real quick Code: endian big Since there isn't a defined file count, I did it this way. Gets file names and extracts the file. If you need help understanding the script, you can ask for help. Also there are files in the archive with the same file name, so select the option to rename the same named ones ADDED TO 3RD POST RE: [Tutorial] Making BMS Scripts; Post and get help with your BMS scripts! - Pingus! - 01-04-2016 (01-04-2016, 06:42 PM)ThatTrueStruggle Wrote:(01-04-2016, 05:19 PM)Anexenaumoon Wrote: Hello all, I'm VERY close to getting this archive extracting all of the files. I've determined the endiness, and I know that there's an error in my loop, could anyone help me figure this out? Here's what I've got so far: Thank you very much for all of that .Thanks man! Now one more question, how would these be opened into sound files? EDIT: I think I get what you did with the script . This is a new learning process for me hehe RE: [Tutorial] Making BMS Scripts; Post and get help with your BMS scripts! - Struggleton! - 01-04-2016 You can open the audio using PSound, which is a handy little app that reads different types of audio and allows you to create wav files from it http://www.zophar.net/utilities/psxutil/psound-soundreaver2.html RE: [Tutorial] Making BMS Scripts; Post and get help with your BMS scripts! - OS-PRIME - 01-04-2016 Related to the audio extracted from the .wad file. I think the game is Guitar Hero 3, due to internal file names and how .wad was a format used for other Guitar Hero games. RE: [Tutorial] Making BMS Scripts; Post and get help with your BMS scripts! - Pingus! - 01-04-2016 This is really awesome, thank you both. My issue says it's an unsupported format, and I can't play it zzz.. Sorry to trouble haha, It scans the file and finds the bytes, it says close and it won't let me play it lol @OS-PRIME Good guess, it is lol |